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authorMathias Agopian <mathias@google.com>2009-09-09 17:47:15 -0700
committerMathias Agopian <mathias@google.com>2009-09-09 17:47:15 -0700
commite7c11d770ab44656d32330ba585489bd284b4a47 (patch)
treef3db961a4fadec5bb7cd9157d20a65192f2e3f41 /libs/surfaceflinger
parent16b72bbbc985cba7c59f52bf6969b4015f185830 (diff)
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fix [2102410] Home Screen is not displayed in the background in Landscape Mode
the blurring code now handles NPOT textures.
Diffstat (limited to 'libs/surfaceflinger')
-rw-r--r--libs/surfaceflinger/LayerBlur.cpp43
-rw-r--r--libs/surfaceflinger/LayerBlur.h3
2 files changed, 35 insertions, 11 deletions
diff --git a/libs/surfaceflinger/LayerBlur.cpp b/libs/surfaceflinger/LayerBlur.cpp
index 00abd5a..e14f35b 100644
--- a/libs/surfaceflinger/LayerBlur.cpp
+++ b/libs/surfaceflinger/LayerBlur.cpp
@@ -24,6 +24,7 @@
#include <GLES/gl.h>
#include <GLES/glext.h>
+#include "clz.h"
#include "BlurFilter.h"
#include "LayerBlur.h"
#include "SurfaceFlinger.h"
@@ -40,7 +41,8 @@ const char* const LayerBlur::typeID = "LayerBlur";
LayerBlur::LayerBlur(SurfaceFlinger* flinger, DisplayID display,
const sp<Client>& client, int32_t i)
: LayerBaseClient(flinger, display, client, i), mCacheDirty(true),
- mRefreshCache(true), mCacheAge(0), mTextureName(-1U)
+ mRefreshCache(true), mCacheAge(0), mTextureName(-1U),
+ mWidthScale(1.0f), mHeightScale(1.0f)
{
}
@@ -164,11 +166,26 @@ void LayerBlur::onDraw(const Region& clip) const
bl.format = GGL_PIXEL_FORMAT_RGB_565;
bl.data = (GGLubyte*)pixels;
blurFilter(&bl, 8, 2);
-
- // NOTE: this works only because we have POT. we'd have to round the
- // texture size up, otherwise.
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
- GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+
+ if (mFlags & (DisplayHardware::NPOT_EXTENSION)) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+ mWidthScale = 1.0f / w;
+ mHeightScale =-1.0f / h;
+ mYOffset = 0;
+ } else {
+ GLuint tw = 1 << (31 - clz(w));
+ GLuint th = 1 << (31 - clz(h));
+ if (tw < w) tw <<= 1;
+ if (th < h) th <<= 1;
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tw, th, 0,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pixels);
+ mWidthScale = 1.0f / tw;
+ mHeightScale =-1.0f / th;
+ mYOffset = th-h;
+ }
free((void*)pixels);
}
@@ -184,7 +201,12 @@ void LayerBlur::onDraw(const Region& clip) const
glDisable(GL_BLEND);
}
- glDisable(GL_DITHER);
+ if (mFlags & DisplayHardware::SLOW_CONFIG) {
+ glDisable(GL_DITHER);
+ } else {
+ glEnable(GL_DITHER);
+ }
+
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -194,8 +216,8 @@ void LayerBlur::onDraw(const Region& clip) const
// This is a very rare scenario.
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
- glScalef(1.0f/w, -1.0f/h, 1);
- glTranslatef(-x, -y, 0);
+ glScalef(mWidthScale, mHeightScale, 1);
+ glTranslatef(-x, mYOffset - y, 0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FIXED, 0, mVertices);
glTexCoordPointer(2, GL_FIXED, 0, mVertices);
@@ -205,6 +227,7 @@ void LayerBlur::onDraw(const Region& clip) const
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
// NOTE: this is marginally faster with the software gl, because
// glReadPixels() reads the fb bottom-to-top, however we'll
@@ -221,8 +244,6 @@ void LayerBlur::onDraw(const Region& clip) const
}
}
}
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
// ---------------------------------------------------------------------------
diff --git a/libs/surfaceflinger/LayerBlur.h b/libs/surfaceflinger/LayerBlur.h
index 0c3e6eb..bf36ae4 100644
--- a/libs/surfaceflinger/LayerBlur.h
+++ b/libs/surfaceflinger/LayerBlur.h
@@ -56,6 +56,9 @@ private:
mutable bool mAutoRefreshPending;
nsecs_t mCacheAge;
mutable GLuint mTextureName;
+ mutable GLfloat mWidthScale;
+ mutable GLfloat mHeightScale;
+ mutable GLfloat mYOffset;
};
// ---------------------------------------------------------------------------